Spenstar (Cyclohm) (M)
Modest (+SpA, -Atk)
Type: Electric/DragonElectric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Privatyke [Captain Jack] (M)Nature: Brave (+Atk, -Spe, -10 Evasion)Type: Water/FightingWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.Klutz (DW): (LOCKED, Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.

Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Blaze: (Type: Innate)
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)

Solar Power: (Type: Innate) [DW, Unlocked]
When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2)

Rockbottom the Squirtle(Move your mouse to reveal the content)Rockbottom the Squirtle (open)Rockbottom the Squirtle (close)

<Squirtle> [Rockbottom] (Male)Nature: Brave (+Att, -Spe)Type:Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Torrent: (Type: Innate)
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

Rain Dish: (Type: Innate) [DW, Locked]
This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Well, the obvious first choice would be to eliminate the larger threat, which in this case is of course Charizard. How we're gonna do that, we're gonna rock his world.

Cyclohm, use Power Gem to cause a bit of damage, then fire off a Hydro Pump, and use another Power Gem, and all of those are aimed at Charizard.
If we've completely destroyed Charizard by your turn A3, use Rain Dance.

Privatyke, it's your first battle, so let's make it count. Use Rock Slide to cause a bit of damage to them both, then focus the damage towards Charizard with a Waterfall, and finish off with another Rock Slide.
If Charizard has fainted before your turn A3, use Arm Thrust on Squirtle.

Face-palming himself whole heartedly, Simon could not put into words exactly how lazy he was being. "Dear Arceus, I need to work on my work ethic..."

The round begins, with a form of humour. Spenstar, sick of the aggression of the dirty savages that play with the Ground, decides to ascend above it with a Magnet Rise. RockBottom, being the child that he is, Bites Spenstar. Captain Jack, who violates the 10 Character limit, drops Boulders down on his opponents. Mimring Digs under the ground, and still hits the floating Cyclohm because he's a flying type and doesn't give a fuck about "immunities". This has been the first action.

Spenstar's mother gave him her Diamonds when he was younger. She also taught him how to blast opponents with these Power Gems, and does so at Mimring. RockBottom then bites Spenstar, because that's productive and mature. Captain Jack finds this display boring, and Yawns[/b loudly at the snapping turtle. Mimring continues to not-give-a-fuck about levitation, and Digs into the ground and flies into Spenstar again. Somehow, being covered in dirt makes your glorified tackles Ground-type. This was the second action.